But how do I make a func_brush follow the movement of the arm in question?

Do all these steps:
- Make sure your prop_dynamic is in BindPose animation for calibration
- Pre-parent your brush to the arm prop_dynamic
- Create a logic_relay or a logic_auto that, when activated, does the following ONCE:
Let <relay> call your <brush> with input SetParentAttachmentMaintainOffset with parameter "panel_attach"

PS: Animation blending is weird. Make sure that animations never blend together by making the I/O of your arm perfect.

Blend: Calling a new animation while another non-idle is still playing

Do all these steps:
- Make sure your prop_dynamic is in BindPose animation for calibration
- Pre-parent your brush to the arm prop_dynamic
- Create a logic_relay or a logic_auto that, when activated, does the following ONCE:
Let <relay> call your <brush> with input SetParentAttachmentMaintainOffset with parameter "panel_attach"

I will report back if I did this right. Also, you are like a bare-butt saint sent from the heavens.

I'm 99% sure that was some sort of trickery because there were a ton of other times that could have been utilized, but wasn't.

There are other unusual tricks, like there was this part where you are about to be crushed by a dozen crushers, in this part it doesn't matter which portal you make to reach the safe rail; No matter whether you put the right or the wrong portal under your feet, you will be saved (the "wrong" would happen to lead you directly to the pit). The game seems to invert seamlessly the color of the portal on the safe rail if you happen to put the wrong one .

There are other unusual tricks, like there was this part where you are about to be crushed by a dozen crushers, in this part it doesn't matter which portal you make to reach the safe rail; No matter whether you put the right or the wrong portal under your feet, you will be saved (the "wrong" would happen to lead you directly to the pit). The game seems to invert seamlessly the color of the portal on the safe rail if you happen to put the wrong one .

This is also done in the final battle with Wheatley. You can shoot either color portal onto the moon, and it will work fine - when you get sucked up there, it will always be the correct color, regardless of which one you shot.

This is also done in the final battle with Wheatley. You can shoot either color portal onto the moon, and it will work fine - when you get sucked up there, it will always be the correct color, regardless of which one you shot.

Just an aside note, I loved the sort of semi-remixed speedy version of the main theme that plays when that happens.

Do all these steps:
- Make sure your prop_dynamic is in BindPose animation for calibration
- Pre-parent your brush to the arm prop_dynamic
- Create a logic_relay or a logic_auto that, when activated, does the following ONCE:
Let <relay> call your <brush> with input SetParentAttachmentMaintainOffset with parameter "panel_attach"

PS: Animation blending is weird. Make sure that animations never blend together by making the I/O of your arm perfect.

Blend: Calling a new animation while another non-idle is still playing

I'm either thick as a piece of very thick concrete, or just really, really, dumb. But I can't seem to get it working. Could you maybe create a video tutorial? It would probably take like, 15 minutes to film and create. And it would help me hours of experimenting with the software.

Yeah you have to try and not use too many, or have them at an angle (as I did ).

Also another thing to note, is you can't have 3 portals, with 2 of them leading to one of them. So you have A, B and C, and when you go into B or C you come out of A, for some reason i couldn't get it to work which was disapointing. You could probably get it to work by turning them on and off.